sneak c61e2827c5 Cover game/rings.go with C-verified unit tests (closes #5)
game/rings.go had no test coverage at all: not one of the suite's tests
touched wearing a ring, taking one off, choosing a hand, or the ring
contribution to the hunger clock. New game/rings_test.go covers ringOn,
pickRingHand, ringOff, gethand, ringEat and ringNum, plus the ring arm of
things.c dropcheck (dropRing), which is what actually removes a worn ring.
17 tests, 44 subtests; package coverage 53.7% -> 56.2%. No game code
changes.

Every expected value is transcribed from the C reference on origin/c-master
(rings.c, rogue.h, things.c) and quoted in the file, rather than from what
the port currently returns. No divergence from C was found.

ringEat is the reason this matters most: it feeds daemons.c's hunger clock,
so a wrong entry is a slow, silent drift in when the hero starves. All
fourteen ring kinds are pinned to C's uses[] table, both hands. The three C
subtleties are handled explicitly: a negative uses[] entry is a one-in-n
chance of a single unit and not a literal cost; R_DIGEST then flips the
sign, so slow digestion returns 0 or -1; and ring_num's switch closes with
the otherwise macro (rogue.h 53: break;default), so its four labels fall
through to one sprintf and every other kind returns "" from a default arm.

The chance rings are checked by snapshotting the generator, calling
ringEat, and replaying C's own expression from the identical state, which
pins the one-in-n denominator, the sign flip and the fact that exactly one
rnd call is spent; a frequency check over 4000 trials backs it. The
non-negative entries assert the opposite, that the generator is untouched,
because C never reaches rnd on that path and a stray call there would
desynchronise the game's RNG stream from C's.

Scripted hand answers carry an abort tail (a space for the reprompt's
--More--, then ESCAPE) so that a port which stopped accepting a key fails
on its assertion instead of looping forever on the headless terminal's
filler input. The "only one hand free" cases script the wrong hand key on
purpose: a port that prompted anyway would consume it and land the ring on
the wrong side.

Mutation-proved with 23 mutations, each reverted, each failing its own test
and only its own. All fourteen kinds are exercised; the eleven with no
wear-time effect in C are documented at the foot of the file as
deliberately not given a wear/remove test, and ring_off's unreachable "not
wearing such a ring" arm is documented as unreachable.
2026-08-09 14:53:46 +00:00
2016-07-23 03:24:54 +01:00
2016-07-23 03:24:54 +01:00
2016-07-23 03:24:54 +01:00

Rogue: Exploring the Dungeons of Doom (Go port)

License

Rogue is the original dungeon-crawling adventure game that spawned an entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally generated dungeons, fight monsters, collect treasure, and attempt to retrieve the Amulet of Yendor.

Original authors: Michael Toy, Ken Arnold, and Glenn Wichman (19801983, 1985, 1999).

The port is function-by-function faithful to the classic C sources — same dungeon generation (seed-compatible RNG), same combat math, same item tables, same messages. The C reference implementation lives on the master and modern-rogue branches; ARCHITECTURE.md documents both the original program structure and the design of this port.

Building and running

Requires Go 1.25 or later and a terminal at least 80x24.

go build ./cmd/rogue
./rogue
# Restore a saved game
./rogue ~/rogue.save

# View high scores
./rogue -s

# Test the death screen (demo mode)
./rogue -d

In-game commands

Press ? in game for the full list.

  • arrows or h/j/k/l/y/u/b/n — move (shift to run, ctrl to run until adjacent)
  • . rest, s search for hidden doors and traps
  • i inventory, , pick up, d drop
  • q quaff potion, r read scroll, e eat food
  • w wield weapon, W wear armor, P/R put on / remove ring
  • t throw, z zap a wand, f/F fight
  • >/< take the stairs
  • S save, Q quit

Environment

# Game options, as in the original
export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"

# Wizard (debug) mode, with a reproducible dungeon
ROGUE_WIZARD=1 SEED=12345 ./rogue

The scoreboard is kept in ~/.rogue.scores. Save files are Go gob snapshots and, as in the original, are deleted when restored.

Code layout

game/        the game engine: one Go file per original C file,
             function-by-function (see ARCHITECTURE.md for the mapping)
term/        tcell-backed terminal, replacing curses
cmd/rogue/   the executable

The engine package is fully headless-testable: make test runs scripted command sequences, dungeon-generation golden checks, and an RNG compatibility test against the original C generator.

For development, the Makefile wraps the toolchain: make fmt (gofmt + prettier), make lint (golangci-lint), make test (the suite, under the race detector with coverage and a timeout), and make check (all three). Use the targets rather than invoking go test directly — they carry the flags the project relies on.

License

BSD-style; see LICENSE.TXT.

Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman. All rights reserved.

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